OK, this might actually happen; my players have found a soul jar and are trying to capture the soul of a dragon lich…

OK, this might actually happen; my players have found a soul jar and are trying to capture the soul of a dragon lich…

OK, this might actually happen; my players have found a soul jar and are trying to capture the soul of a dragon lich in it.

It was casually floating around the dungeon, waiting to be resurrected by an out of town lich lord, when the players barged in. Needless to say, they found its skeleton, and they discovered its plan (Charm Person on cultists was really, really hilarious) so the cleric cast Speak with the Dead on it, and discovered how to trap it, and where the soul jar was.

They will probably succeed in this, and the soul jar will probably become a custom magic item. The thing is; what should it do? I have some ideas, but I’d love to hear your thoughts on this 🙂

Tonight something weird happened. OK, I won’t lie, a lot of weird shit happened, but something really weird happened.

Tonight something weird happened. OK, I won’t lie, a lot of weird shit happened, but something really weird happened.

Tonight something weird happened. OK, I won’t lie, a lot of weird shit happened, but something really weird happened.

The random treasure table helped explaining how something worked in our game!

So, The Mute I posted earlier today was looted, and I asked the players to roll that sweet d10 on the treasure table. And they roll a 10. Magic Item time!

During the game I described The Mute as ominously quiet, no matter what it did. It was wearing heavy armor and weighed at least 300 pounds without armor, yet it never made a single sound.

So of course, the only explanation was that it was wearing Boots of Silence. When worn, you are incapable of making sound, even on purpose. The boots were kind of big, but there’s a wizard in the party, capable of transferring the enchantment.

I never thought this would happen.

To be a fan of an evil cleric…

To be a fan of an evil cleric…

To be a fan of an evil cleric…

OK, Brennen Reece’s excellent advice on shamelessly including ways for players to indulge their alignment, I’ve considered how to be a fan of evil clerics.

Turns out, it’s really easy. Just have every friggin’ villain or mook ever insult their deity openly. Especially if the mooks / villain is already defeated or surrendered.

Should I or should I not include an indestructible zombie knight in my game tonight?

Should I or should I not include an indestructible zombie knight in my game tonight?

Should I or should I not include an indestructible zombie knight in my game tonight?

+1 the posts below to vote.

EDIT: Well, not indestructible indestructible, but very close 😉

If you play in my group, then GO AWAY!

If you play in my group, then GO AWAY!

If you play in my group, then GO AWAY!

For the rest of you…

Last session, the players looted a sentient skeleton (who nearly killed the fighter). Because I like the random loot table on p. 228, I decided to have the players roll on that one. They rolled a 5, so I decided to give them a “lock of hair” (The Lamented Memento from p. 339).

A question was asked. “How the hell did that skeleton get it?”. The session ended there, giving me ample time to think this through.

This is what I have come up with:

The truth is (unbeknownst to the players) that they have stumbled into a nest of necromancers and a dragon lich. The dragon seeks to restore his true body, and he needs a Tablet of Power (an artifact in our setting) to do so without dying of old age. He performed the ritual to become a lich to postpone his death until he could get his hands on it.

Becoming undead is a vile thing, because your soul actually departs. Technically, you aren’t there anymore. Unless…

Unless you can extort Death (also called “the Reaper” in our setting, because he is the god of souls and the harvest) into returning your soul.

This cult of necromancers have captured the poor girl Miranda, the Reapers one true love, and “not harming her further” is the threat that buys them life eternal.

I guess this’ll give the story an interesting spin.

#dragonclass

#dragonclass

#dragonclass  

No progress on my dragon class for months, and now I finally have an idea for handling the dragon’s hoard.

It could be a “gold sink”, useful for attracting minions and hirelings (read: kobolds). How does that sound? The greater your hoard, the more kobolds you attract?

Kobolds would be used for minions (read: utterly expendable hirelings) that can follow you around, expand your lair (during your adventuring).

Thoughts?

Wound Moves

Wound Moves

Wound Moves

Spurred by another conversation about removing HP (and stats in general) from *world games, I started thinking about how wounds could be portrayed as temporary, detrimental moves.

For example;

Broken Arm

Your arm is broken. When you do or experience something that would cause you pain because of your broken arm roll+CON. Take +2 if your arm is somehow stabilized. On a +10 you grit your teeth and pull through. On a 7-9 you still pull through, but your arm is bashed or shaken in the progress. Take 1d4 damage that ignores armor.

I realize this will lead to an unnecessary granularity, and it would probably bog down the flow  of the game and make it unplayable. I thought the thought exercise was nice though, as making the moves forces you to consider how detrimental these kinds of injuries are to a character, helping you to improvise on the fly.

Note the “take +2” bonus; I thought it was nice to include an explicit way to overcome the most gruesome effects.

Thoughts?

In our new campaign, we have some new races (or subraces).

In our new campaign, we have some new races (or subraces).

In our new campaign, we have some new races (or subraces).

One player wanted to play a Drow Cleric of the god of Secrets and Power. So, we decided on a Drow racial move for the Cleric:

Drow Cleric – The clergy of your race demands obedience in its subject. Cause Fear is a rote for you.

We also had a Lizardman Fighter. In this setting, lizardmen are kind of big and burly, with long tails. We made the following racial moves:

Lizardman Fighter – Your race is tall and heavy, and you leverage this when you fight. Your melee attacks are forceful.

Lizardman Druid – Your race hail from the Stinking Mire. In addition to your other attunements, it is always considered your land.

Lizardman Thief – Your long tail is prehensile, and you are as deft with it as you are with your hands.